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authorTon Roosendaal <ton@blender.org>2008-11-12 22:03:50 +0300
committerTon Roosendaal <ton@blender.org>2008-11-12 22:03:50 +0300
commit8030cb03fd41673b7d687128782a0e21417baaea (patch)
treeb2e25d9a91ecf3713c45a4263f88a934e973e593 /source/blender/nodes/intern/SHD_nodes
parent3fd3a13efc81ce3eafadd5ab31a154bbc25d6e58 (diff)
Patch #7897 Texture Nodes!
Robin (Frrr) Allen did a decent job on this, so we can also welcome him as a member in the svn committers team to maintain it! I do the first commit with some minor fixes: - get Makefiles work - fix rounding issue with tiles on unit faces - removed UI includes from tex node A nice doc in wiki is here: http://wiki.blender.org/index.php/User:Frr/TexnodeManual On the todo for Robin is: - When using one or more Texture-input nodes, you cannot edit them by activating (as works now for Material nodes). - The new "output node" option fails on the default case, when only one output node is active. It then shows often a blank menu. Will get fixed asap. - When using a NodeTree-Texture as input node, the menu for 'active output' should not show. NodeTree should ignore other nodetrees to keep things sane for now. - On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for superior antialising of checkers/bricks. General note; I know people are dying to get a full integrated shader system with nodes. In theory we could merge this with Material Nodetrees... but I rather wait for a solid and very well thought out design proposal for this, also including design ideas for unifying with a shader language (GPU, CPU). For the time being this is a nice extension of current textures. :)
Diffstat (limited to 'source/blender/nodes/intern/SHD_nodes')
-rw-r--r--source/blender/nodes/intern/SHD_nodes/SHD_texture.c13
1 files changed, 8 insertions, 5 deletions
diff --git a/source/blender/nodes/intern/SHD_nodes/SHD_texture.c b/source/blender/nodes/intern/SHD_nodes/SHD_texture.c
index 31dbde940fd..908cbf5abfd 100644
--- a/source/blender/nodes/intern/SHD_nodes/SHD_texture.c
+++ b/source/blender/nodes/intern/SHD_nodes/SHD_texture.c
@@ -50,6 +50,9 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b
TexResult texres;
float vec[3], nor[3]={0.0f, 0.0f, 0.0f};
int retval;
+ short which_output = node->custom1;
+
+ short thread = shi->thread;
/* out: value, color, normal */
@@ -61,7 +64,7 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b
if(in[0]->datatype==NS_OSA_VECTORS) {
float *fp= in[0]->data;
- retval= multitex_ext((Tex *)node->id, vec, fp, fp+3, shi->osatex, &texres);
+ retval= multitex_thread((Tex *)node->id, vec, fp, fp+3, shi->osatex, &texres, thread, which_output);
}
else if(in[0]->datatype==NS_OSA_VALUES) {
float *fp= in[0]->data;
@@ -69,14 +72,14 @@ static void node_shader_exec_texture(void *data, bNode *node, bNodeStack **in, b
dxt[0]= fp[0]; dxt[1]= dxt[2]= 0.0f;
dyt[0]= fp[1]; dyt[1]= dyt[2]= 0.0f;
- retval= multitex_ext((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres);
+ retval= multitex_thread((Tex *)node->id, vec, dxt, dyt, shi->osatex, &texres, thread, which_output);
}
else
- retval= multitex_ext((Tex *)node->id, vec, NULL, NULL, 0, &texres);
+ retval= multitex_thread((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output);
}
- else { /* only for previewrender, so we see stuff */
+ else {
VECCOPY(vec, shi->lo);
- retval= multitex_ext((Tex *)node->id, vec, NULL, NULL, 0, &texres);
+ retval= multitex_thread((Tex *)node->id, vec, NULL, NULL, 0, &texres, thread, which_output);
}
/* stupid exception */